Weapon (dagger), very rare (requires attunement by a creature proficient with simple weapons/daggers by meditating for 1 hour)

In the haunted echoes of Argynvostholt, a bastion once radiant with the light of nobility and now shrouded in the darkness of Strahd's malevolence, lies the origin of the "Wyrm's Tooth" dagger. Crafted within these hallowed walls, the dagger is a remnant of a time when the Order of the Silver Dragon, led by the noble silver dragon Argynvost disguised as Lord Argynvost, stood as a bulwark against evil. The Order, steadfast in its mission to guard the Amber Temple and its malevolent secrets, found its ultimate test in the war against Strahd's forces. Despite their valor and the might of Argynvost, the Order fell, its members slain, and the great dragon himself brutally defeated and disgraced.

The "Wyrm's Tooth", forged from the essence of Argynvost and imbued with the icy purity of his draconic soul, was hidden within the Dragon’s Audience Hall, a room echoing the lost glory of the Order. It remained undiscovered through the years of the revenants' vengeful war, led by the spirit of Vladimir Horngaard, and the corruption that followed. This dagger, now found by adventurers delving into the mysteries and horrors of Argynvostholt, carries with it the weight of history, a symbol of lost honor and a testament to the enduring fight against darkness. It serves as a silent reminder of Argynvost's noble sacrifice and the tragic fate of his Order, embodying the hope that redemption and peace might one day return to the cursed lands of Barovia.

Ice Knife (1 charge): You can expend 1 charge to cast the Ice Knife spell (see below).
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 4d6 cold damage.

Absorb Cold Damage (2 charges): You can expend 2 charges to absorb any cold damage you would have taken, and add it as your temporary health.

Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Notes: Damage: Cold, Bonus: Magic, Image and lore written/made with ChatGPT/Dall-E., creature proficient with simple weapons/daggers by meditating for 1 hour, Damage, Combat, Finesse, Light, Thrown, Nick

Item Tags: Damage Combat

YetiVR

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